TheDriedFinger Posted January 13, 2014 Posted January 13, 2014 File Name: TDF Equipment Restriction v2.6.8 File Submitter: TheDriedFinger File Submitted: 13 Jan 2014 File Category: Other Requires: Latest Official Skyrim Patch, Dawnguard and Dragonborn DLCs, SKSE, SkyUI (Recommended) Short DescriptionThis mod seeks to mirror the level/skill restrictions found in some RPGs and MMOs regarding usable equipment. Weapons, armor and magic will now have skill requirements to be usable.Long DescriptionWhen equipping weapons and armor, this mod will check to see if the player character meets skill requirements. As of v2.0, weapons are dealt with in the style of Dark Souls: the player can still attempt to swing the weapon, but will deal less damage, suffer heavy stamina damage, and be staggered/stunned temporarily. As of v2.5, armors are also no longer simply unequipped. Higher-level armor can still used, but at the cost of decreased effectiveness and, in the case of Heavy Armor, increased encumbrance. With the MCM menu, the skill requirements for each material type can be modified, and the mod can be made to affect or not affect Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons, Two-Handed Weapons, equipment used to block, and Magic. v2.6 adds support for shields and magic spells. Higher-level shields (and weapons for which the player fails the Block skill test) will cause staggering to the wielder when they block or bash. Higher-level magic can be used at the cost of lower effectiveness (Destruction and Restoration), lower duration (Conjuration and Illusion), and higher cost (Alteration).To explain the mod with an example, assume that the player has set the skill requirement for Iron equipment to 50; for the purposes of the example, this player has a One-Handed skill of 60, a Two-Handed skill of 40, a Block skill of 45, and a Heavy Armor skill of 35. The player may equip an Iron Sword without issue. As of v2.0, attempting to swing an Iron Warhammer will have the player deal significantly less damage and suffer staggering and stamina damage. In Dark Souls, the concept is that you lack the strength/dexterity to effectively wield the weapon, which results in your epic-ly failed swings. Bows which the player cannot use effectively will not cause the stamina damage and staggering, but will also deal significantly reduced damage. As of v2.5, the player's attempt to equip an Iron Helmet will result in the helmet being 15% less effective and increasing encumbrance. Similarly, higher-level Light Armor pieces are 30% less effective, but don't affect encumbrance. As of v2.6, the player's attempt to block or bash with the Iron weapons will cause the player to be staggered.By default, the mod affects Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons, Two-Handed Weapons, equipment used to block, and Magic, and the level requirements are as follows:Draugr, Hide (and Forsworn), Imperial, Iron, Leather (and Thieves Guild), Stormcloak, Wood - 0Bonemold, Steel (and Dawnguard), Studded - 20Chitin, Elven, Falmer, Glass - 30Aetherium, Dwarven, Nordic, Orcish - 40Ebony, Stalhrim - 50Daedric, Dragon - 60Novice - 0Apprentice - 20Adept - 40Expert - 60Master - 80v2.6.5 adds a new MCM option that incorporates a minor feature. Now, weapon swings when the player has 0 stamina will cause a staggering effect, if the feature is enabled.RequirementsLatest Official Skyrim Patch (v1.9.32.0.8)Dawnguard and Dragonborn DLCs (optional)SKSESkyUI (Highly recommended to allow customization and safer uninstallation)InstallationExtract and merge contents with Data folder.Can be placed anywhere in load order because it does not edit any Vanilla objects, and is thus fully compatible with all other mods.UpdatingUnequip all equipment and save. Overwrite the files.UninstallationUnequip all equipment, and use the Uninstall option in the MCM (if possible, otherwise a clean uninstall is not really possible).Save, quit, uninstall the mod, reload, and save again.FAQ (or, at least, good concept-related questions)Isn't this mod useless since Skyrim levels with the player, so they won't see higher-level equipment until they are a higher level?A lot of people use mods that delevel the world, like SkyRe and Requiem, so they can encounter higher-level equipment at low levels. Even without these mods, consider a high-level character specializing in Two-Handed weapons. They will be able to pick up some high-level One-Handed weapons, but probably would not be able to use them due to this mod. In a sense, this mod discourages multi-classing and encourages specialization. Additionally, even the the Vanilla game, many unique items that would qualify as higher-level items are available early in the game, so this mod discourages their premature use.Isn't a sword just a sword? Why should you wield one more effectively than another?Consider that high-level swords are heavier. That means that you need more experience to deal with the new weight properly, which explains why a lower-level player will wield a higher-level sword less effectively.Isn't this sort of system better suited to games based on skill investment rather than skill progression?I agree, but I feel that it still works quite well with Skyrim's system despite this. You could always use a mod like Skyrim Experience Mod if you prefer skill investment.Does this affect custom equipment from other mods?If the mod author added Keywords properly, it should affect that equipment or magic.Does this mod conflict with any mods?This mod was designed for maximum compatibility. I didn't edit any existing perks/weapons/armor/quests/etc. The only conflicts might be stylistic. For example, if you use a mod that gives you stamina as you swing a weapon (which doesn't make any sense), it will cancel out the stamina damage that my mod causes.Bugs- When the script unequips armor pieces, the change may not appear in the menu, but it is a purely aesthetic problem. This feature was removed in v2.5.- If a mod attempts to force you to use a specific weapon/armor to complete a quest or complete some action, for example, and the weapon/armor is (as far as my mod is concerned) requires higher skill levels, you won't be able to equip the item and thus won't be able to complete the quest. A Vanilla example would be with Nettlebane. My mod accounts for Vanilla conditions (i.e. gives Nettlebane, the Rusty Mace, and the Blade of Sacrifice exemption), but cannot account for equipment from other mods. In that case, you'd just have to temporarily disable my mod's feature(s). v2.0 is not based on weapon unequipping anymore.- I forgot to add a line to the translation file that causes the "dollar-sign" bug with the MCM header "Apply restriction to...". Fixed in v2.0.- The new spell magnitudes and durations may not display properly in SkyUI, but I don't think there is anything I can do about that.ThanksR0R0N0 for the mod idea.CGi for help with the MCM localization.monbabii for help with the mod concept.Chesko for a script that prevents the unequip-enchantment-charge bug.Version Historyv1.0 caused weapons/armors, that the player lacked the skill to use effectively, to be automatically unequipped.v2.0 developed the weapon aspect. It allowed the equipping of weapons that the player lacked the skill to wield, but using the weapon in combat would have consequences. Inspired by Dark Souls, such weapon swings would deal significantly reduced damage and cause the player to suffer staggering and stamina damage. I removed v1.0 because I felt that the original concept was very bland and too removed from what is realistic.v2.1 made minor tweaks. It causes staggering and stamina damage from failed two-handed weapon swings to be more severe than their one-handed weapon counterparts. To combat the Vanilla game bug where the player can attack while staggered, this version also causes weapon swings to slow dramatically to mimic the inability to swing the weapon again temporarily.v2.5 allows the use of higher-level armor pieces, but at the cost of decreased effectiveness (15% for Heavy and 30% for Light). Also higher-level Heavy Armor will increase encumbrance. It also adds support for lesser-used Armor/Weapon types that I missed earlier.v2.6 added support for Bound Weapons. Specialized support for Magic and Shields (and weapons used for blocking) was also added. The player can choose level requirements for Novice, Apprentice, Adept, Expert, and Master level spells. Failing the level requirements in the respective school causes Alteration spells to cost more Magicka, Illusion and Conjuration spells to not last as long, and Destruction and Restoration spells to be less strong. For Blocking, failing the level requirement causes attempted bashing and blocking to stagger the wielder while blocking effectiveness is reduced by 25%.v2.6.5 adds a new minor feature that can be enabled/disabled through the MCM. When the player has 0 stamina, weapon swings will cause staggering to the player. v2.6.5b is identical to v2.6.5, except that it does not extend support to DLC equipment and does not require them. v2.6.6 and v2.6.6b rendered v2.6.5 and v2.6.5b, respectively, obsolete. They fixed an issue with one-handed Bound Weapons being improperly associated with the incorrect weapon type.v2.6.7 and v2.6.7b (for Dawnguard and Dragonborn DLC users, and non-DLC users, respectively) add a new option to cause a chance to be disarmed after a failed weapon swing, block, or bash. By default, the chance is 10%, but the chance can be modified in the MCM.v2.6.8 and v2.6.8b finished up any keywords I missed. The No-DLC version added support for Stormcloak Officer armor; the DLC version added support for Dawnguard armor sets and Falmer Hardened armor sets.PermissionsModify/Edit/Upload anywhere as you wish, but credit me. Click here to download this file
Ellewah Posted January 13, 2014 Posted January 13, 2014 Wow! Thank you so much for this brilliant mod! Now playing this game just got more immersive! I love it!
-alpha- Posted January 14, 2014 Posted January 14, 2014 This is an awesome concept. Although I cant use it on my current play through as my char is quiet a high level. But I was planing a new game with a fresh install and this will definitely be in there.
MonaBabii Posted January 14, 2014 Posted January 14, 2014 Woah, this is genius It didn't even occur to me that Skyrim may have been lacking this mechanic, but now that's on my mind I kind of think it should have been in the vanilla game lol. Kudos! Is this on Nexus? I find Nexus so nice and simple when it comes to keep track of my favorite mods. Only reason I wouldn't try this now is because of my current level/playstyle. Though this begs the suggestion... Would it be possible to add mage stuff into the mix as well? Awesome job cheers and best of luck!
TheDriedFinger Posted January 15, 2014 Author Posted January 15, 2014 This is an awesome concept. Although I cant use it on my current play through as my char is quiet a high level. But I was planing a new game with a fresh install and this will definitely be in there. I would also suggest mods that de-level the game, so that it is possible to encounter higher-level gear at lower levels. Else, the mod's effects are much less apparant. Woah, this is genius It didn't even occur to me that Skyrim may have been lacking this mechanic, but now that's on my mind I kind of think it should have been in the vanilla game lol. Kudos! Is this on Nexus? I find Nexus so nice and simple when it comes to keep track of my favorite mods. Only reason I wouldn't try this now is because of my current level/playstyle. Though this begs the suggestion... Would it be possible to add mage stuff into the mix as well? Awesome job cheers and best of luck! I would upload it to the Nexus, but I have a bit of a complicated situation (it doesn't have anything to do with anti-Nexus sentiments). Let's just say that if I uploaded it there, and any moderator decided to do a bit of digging into the how I got the file (since I have a different user name there), they might find a good policy-related (not intellectual property theft-related) reason to ban me. I think I will add Bound Weapon (and then, perhaps, staff and clothing) support later, but, for now, I'm sticking to physical weapons and armor. I'll be uploading v2.5 shortly (I know I've uploaded a new version today already, but I keep coming up with new ideas!). It affects the armor mechanic. Now, instead of simply unequipping higher-level armor, the armor can be used, but at the cost of decreased effectiveness and, in the case of heavy armor, increased encumbrance. Also,I realized I forgot to add support for a few lesser-used weapon/armor categories, so this version fixes that too.
Kageryu Posted January 15, 2014 Posted January 15, 2014 I always wanted a Dark Souls-like equipment usage system in Skyrim. TDF, you are awesome.
TheDriedFinger Posted January 15, 2014 Author Posted January 15, 2014 I've now included support for Bound weapons (it'll be in the next release). The integration was not as clean as I'd have wanted. With other weapon types, as long as the modder adds proper keywords, this mod will work with custom weapons. However, I can't do the same for Bound weapons because of a lack of any unifying keyword. My mod supports all Vanilla Bound weapons, but custom Bound weapons (such as the Bound Longbow added by SkyRe) can't be supported. Apart from this, I don't think I'll change Magic-based gameplay any further. I find the Magic aspect of the Vanilla game needs much less attention than the physical combat aspect, and overhauls like SkyRe make this even more the case.
MonaBabii Posted January 15, 2014 Posted January 15, 2014 I've now included support for Bound weapons (it'll be in the next release). The integration was not as clean as I'd have wanted. With other weapon types, as long as the modder adds proper keywords, this mod will work with custom weapons. However, I can't do the same for Bound weapons because of a lack of any unifying keyword. My mod supports all Vanilla Bound weapons, but custom Bound weapons (such as the Bound Longbow added by SkyRe) can't be supported. Apart from this, I don't think I'll change Magic-based gameplay any further. I find the Magic aspect of the Vanilla game needs much less attention than the physical combat aspect, and overhauls like SkyRe make this even more the case. Aw, okay Well thanks for looking into it! It would have been great to include this system for spell tomes (and maybe some integration with a Nexus mod called Staves of Skyrim [which makes staves actually awesome and useful]), but it's no real biggie. Can just use it whenever I'm not playing a mage and what not because it's still a great idea and sounds like a great implementation as well. Cheers!
TheDriedFinger Posted January 15, 2014 Author Posted January 15, 2014 I figure that the Magicka cost gives a sufficient limitation based on level/skill. I'll have to look into Staves of Skyrim. If I recall correctly, its one of T3nd0's mods. (Sorry, thinking of something else entirely.) Sounds interesting. Also, I'll probably put this up on the Nexus in about two weeks after some stuff blows over.
MonaBabii Posted January 15, 2014 Posted January 15, 2014 I figure that the Magicka cost gives a sufficient limitation based on level/skill. I'll have to look into Staves of Skyrim. If I recall correctly, its one of T3nd0's mods. (Sorry, thinking of something else entirely.) Sounds interesting. Also, I'll probably put this up on the Nexus in about two weeks after some stuff blows over The magicka pool definitely plays a role there but if you were to do it I'd think it would need to be done per spell. For example there is a spell that allows you to turn iron into silver, silver into gold. Now I'm not gonna say I've used this to ruin my own game with too much gold before but, I may have used it to ruin my game In a completely different branch, if you do nothing but improve your conjuration you can have and summon Dremora Lords to fight for you from -way too early- in the game, and let me tell you something... Dremora lords are 10 times better than any companion lol things that I couldn't even scratch with any other magic -OR- staff for that matter, there I send a dremora lord and the guy gets one-shot while I sit back or start already looking for loot xD (they can't even be mind-controlled by some named enemies in the game like regular atronachs). On the other hand it's extremely easy to exploit magicka leveling; You can just stand in place for an entire day doing nothing but conjuring bound weapons and monsters and your conjuration will level up no matter what. Beginning the game as a full mage is probably the hardest choice in combat for starting, and maybe even through very early mid-game, but if you -want- to exploit it, it's the easiest to do so with, and once you know a few key spells you're just invincible. You don't even need mage armor spells of any kind as stuff just can't go past your dremoras. But yeah the more I think about it, the more I guess it would probably be too much work lol, and if you were to do it it'd probably need to be almost it's own mod merged into this one, so again, it's fine anyway Also awesome to know about the Nexus upload I'll be your first tracking and endorsement over there lol. Cheers!
TheDriedFinger Posted January 15, 2014 Author Posted January 15, 2014 I figure that the Magicka cost gives a sufficient limitation based on level/skill. I'll have to look into Staves of Skyrim. If I recall correctly, its one of T3nd0's mods. (Sorry, thinking of something else entirely.) Sounds interesting. Also, I'll probably put this up on the Nexus in about two weeks after some stuff blows over The magicka pool definitely plays a role there but if you were to do it I'd think it would need to be done per spell. For example there is a spell that allows you to turn iron into silver, silver into gold. Now I'm not gonna say I've used this to ruin my own game with too much gold before but, I may have used it to ruin my game In a completely different branch, if you do nothing but improve your conjuration you can have and summon Dremora Lords to fight for you from -way too early- in the game, and let me tell you something... Dremora lords are 10 times better than any companion lol things that I couldn't even scratch with any other magic -OR- staff for that matter, there I send a dremora lord and the guy gets one-shot while I sit back or start already looking for loot xD (they can't even be mind-controlled by some named enemies in the game like regular atronachs). On the other hand it's extremely easy to exploit magicka leveling; You can just stand in place for an entire day doing nothing but conjuring bound weapons and monsters and your conjuration will level up no matter what. Beginning the game as a full mage is probably the hardest choice in combat for starting, and maybe even through very early mid-game, but if you -want- to exploit it, it's the easiest to do so with, and once you know a few key spells you're just invincible. You don't even need mage armor spells of any kind as stuff just can't go past your dremoras. But yeah the more I think about it, the more I guess it would probably be too much work lol, and if you were to do it it'd probably need to be almost it's own mod merged into this one, so again, it's fine anyway Also awesome to know about the Nexus upload I'll be your first tracking and endorsement over there lol. Cheers! Is this true even with balance overhaul mods such as SkyRe and Requiem? I've only been trying SkyRe for a month now and have only played as a physical combat-oriented character during that time, so I'm not entirely sure. In any case, I would recommend using either of those mods because they also de-level the world to a significant extent, which makes the effects of this mod much more apparent. I think I'll do this now. The mod will allow the player to choose level requirements for Novice, Apprentice, Adept, Expert, and Master. The penalties for not meeting the requirements will be decreased magnitude (for Destruction and Restoration), decreased duration (for Illusion and Conjuration), or increased Magicka cost (for Alteration). I've looked into it now and there is no practical way for me to incorporate staves, due to a lack of helpful keywords and condition functions. For the next release, I also want to add something special for shields (instead of simply grouping them with Heavy Armor or Light Armor). Of course, the same thing should have to apply for weapons used to block, but that integration might be more difficult. In Dark Souls, if you tried to block with something that you lacked the skills to use, your guard would be broken really easily. The concept's nice, but the integration is what worries me. I might just leave that idea out for a while.
MonaBabii Posted January 15, 2014 Posted January 15, 2014 All that sounds cool and yeah I haven't tried either of those mods because it seems everywhere I look they have incompatibilities with everything. I use a lot of heavy mods for both expanding Skyrim and making it more functional and immersive, and SkyRe, the way I hear it is something you would probably be best using when starting from scratch and barely any other mods running, just let SkyRe be basically a Vanilla Skyrim... which don't get me wrong, that mod along with its modules sounds and looks amazing D: I just can't help turning around and seeing people having their games screwed because this or that mod (some of which I actually use), but they have issues because they also have SkyRe installed. Right at the top of my head just to name one really quick would probably be Prison Overhaul, would make the punishments fatal D: and playing SkyRe with disabled features for compatibility reasons just seems dumb As for the blocking, did you check Staves of Skyrim yet? you can even have defensive staves, and basically you can turn any staff into a defensive one (using it in your left hand and have it basically be a shield), providing you with bonuses for being a mage and using a staff, or things like turning the tip end of staves to irradiate light... And then you can turn any defensive staff into an offensive one (this whole mod is another one that would interfere with SkyRe). If you were to implement your mechanics to shields it'd probably also work for the defensive staves, which would be great as well Regarding how to actually achieve the Dark Souls mechanic... I've said this a million times over in many threads already I'm not a modder and pretty much suck at everything related to that xD but if I was to throw an idea in, it would probably be a Debuf; do your requirement checks, and if the player doesn't pass you can just add a debuf that would bring down the Blocking skill to a crawl level. As for taking care of using the shield to spam bashing, an idea for that would be applying to the player the same stagger they would on the enemy, so they can bash all they want (with the obvious stamina they'd be losing) but they would also get the effect as if someone was bashing them right back... or maybe simply unequip/drop the shield/staff if the person tries to bash too much with a shield they shouldn't be able to be using? The reasoning there would be they don't have enough strength to grasp the shield tight enough, or hold its weight, so when bashing they'd be basically throwing the shield ahead lol Either way, keeping my eye on this mod for good can't wait to see where you take it, though if you allow me one single request... please don't ever make SkyRe a dependency D: Cheers TDF! and imaginary kudos to you until you show up at Nexus where I can leave a proper one
TheDriedFinger Posted January 15, 2014 Author Posted January 15, 2014 All that sounds cool and yeah I haven't tried either of those mods because it seems everywhere I look they have incompatibilities with everything. I use a lot of heavy mods for both expanding Skyrim and making it more functional and immersive, and SkyRe, the way I hear it is something you would probably be best using when starting from scratch and barely any other mods running, just let SkyRe be basically a Vanilla Skyrim... which don't get me wrong, that mod along with its modules sounds and looks amazing D: I just can't help turning around and seeing people having their games screwed because this or that mod (some of which I actually use), but they have issues because they also have SkyRe installed. Right at the top of my head just to name one really quick would probably be Prison Overhaul, would make the punishments fatal D: and playing SkyRe with disabled features for compatibility reasons just seems dumb As for the blocking, did you check Staves of Skyrim yet? you can even have defensive staves, and basically you can turn any staff into a defensive one (using it in your left hand and have it basically be a shield), providing you with bonuses for being a mage and using a staff, or things like turning the tip end of staves to irradiate light... And then you can turn any defensive staff into an offensive one (this whole mod is another one that would interfere with SkyRe). If you were to implement your mechanics to shields it'd probably also work for the defensive staves, which would be great as well Regarding how to actually achieve the Dark Souls mechanic... I've said this a million times over in many threads already I'm not a modder and pretty much suck at everything related to that xD but if I was to throw an idea in, it would probably be a Debuf; do your requirement checks, and if the player doesn't pass you can just add a debuf that would bring down the Blocking skill to a crawl level. As for taking care of using the shield to spam bashing, an idea for that would be applying to the player the same stagger they would on the enemy, so they can bash all they want (with the obvious stamina they'd be losing) but they would also get the effect as if someone was bashing them right back... or maybe simply unequip/drop the shield/staff if the person tries to bash too much with a shield they shouldn't be able to be using? The reasoning there would be they don't have enough strength to grasp the shield tight enough, or hold its weight, so when bashing they'd be basically throwing the shield ahead lol Either way, keeping my eye on this mod for good can't wait to see where you take it, though if you allow me one single request... please don't ever make SkyRe a dependency D: Cheers TDF! and imaginary kudos to you until you show up at Nexus where I can leave a proper one You're right that integrating a feature for shields would, by keyword association, also likely affect the defensive staves. The main issue for me is that I feel that weapons used for blocking should also have the same effects, but it is a lot harder to implement because of a lack of relevant condition functions. The actual effect that would be applied is a secondary issue for me, but I'm thinking of simply reducing block effectiveness and causing the player to stagger. I find your idea of dropping the shield really fun, but I've been disarmed by Draugr and not been able to find the equipment so many times that it is really annoying to me. I would never make this mod dependent on anything. In all of my mods, I always try to minimize dependency and maximize compatibility. Also, when I mentioned that I couldn't incorporate staves, I was talking about staves that cast spells. They just don't have any useful identifiers! So frustrating.
TheDriedFinger Posted January 18, 2014 Author Posted January 18, 2014 So, for anyone following what I said at one point to monababii, I originally said I'd upload it to the Nexus in about two weeks, but I'm pretty sure I'm ready to do it now. By this time, I'm pretty sure that a minor thing with a Nexus moderator will have left his mind already, if he even noticed it at all in the beginning. I'll continue updating the versions here as well, for anyone who doesn't use the Nexus.
MonaBabii Posted January 18, 2014 Posted January 18, 2014 So, for anyone following what I said at one point to monababii, I originally said I'd upload it to the Nexus in about two weeks, but I'm pretty sure I'm ready to do it now. By this time, I'm pretty sure that a minor thing with a Nexus moderator will have left his mind already, if he even noticed it at all in the beginning. I'll continue updating the versions here as well, for anyone who doesn't use the Nexus. That's awesome news already commented, tracking and downloaded the mod over there to endorse it As for what you said above about being disarmed constantly, yeah that is a pain in the ass x_x but in this situation the player would actually be in control; if the player throws their shield away will be entirely their fault, as this "disarmed" shield mechanic would only trigger after continuously trying to bash when you know you don't have enough stamina to do so. In order to not just throw your shield away Captain America style you'd just need to keep an eye on your stamina and not overdo it. -If you were to ever go through with the idea, I'd say 3 failed bashing attempts in under a minute or maybe two minutes would be good; Bash spam until you run out of stamina and accidentally bash once. See your stamina regenerate and again, overlook the stamina meter and fail-bash again... and then once more would trigger the disarm. -As for the fear of actually losing the dropped gear, would it be possible to make some sort of dormant script that would trigger when the "disarm" effect kicks in? and the script would have 2 things: A timer and a "radius" proximity thing of sorts. If you didn't pick up the dropped gear in X amount of time, script assumes you lost it and gives it back to you (though I'd assume the biggest issue with this would be custom shields and weapons?), and the "proximity" thing could be as "simple" (says the ignorant) as checking if the player remains in the same cell as the object; if you change cells and you haven't picked up your gear, it'll be returned to you. --Perhaps a MCM option to enable these "safety" mechanics or not. Some people may actually like the danger of losing their gear specifically when it was their fault in that combat -Maybe a mechanic to downright destroy the piece of gear, but that would be for the real hardcore extreme players lol, not sure if there even are any of those around. NOTE: Again this is just me mostly talking out of my ass here lol as I've no idea how hard or even doable any of these things are. Either way, thanks again for the mod! And also, there was absolutely no reason to put me in the credits area lol I did absolutely nothing xD my ideas are things you could have come up with on your own if you were playing a mage yourself those types of scenarios where you need to experience what it's like to X before you can see what needs to be done with it. Cheers!
TheDriedFinger Posted January 18, 2014 Author Posted January 18, 2014 @I'll have to think about that. Certainly, the concept and the idea to add an option to allow/disallow it is terrific. Aside from that, the implementation should not be too difficult, though counting the number of attempts might be a bit difficult; chance-based disarming would be simpler. However, since I can't use the game's Disarm magic effect, I'd have to use scripts and that is a bit concerning since there are game engine bugs related to dropping items via scripts as I recall. Also, I certainly have to credit you. If you take a look at my prostitution mod or most of my other mods, I try to use the phrase "this mod" instead of "my mod" because I really feel mod creation is a community effort. The more people that come together to contribute ideas, solutions, and concepts, the better it gets.
TheDriedFinger Posted January 18, 2014 Author Posted January 18, 2014 I have heard of issues with enchantment charges, but nothing else too major. I just want to test these reports out first for myself.
Kageryu Posted January 19, 2014 Posted January 19, 2014 Damn you TDF! I'm 50 hours into my current character and I'm tempted to start a new one because of this mod. Why did you do this to me?!?!!? I'm just gonna wait for some more bug fixes and then I might start a new character.
TheDriedFinger Posted January 19, 2014 Author Posted January 19, 2014 I'm about to add a new feature that causes failed weapon swings/blocks/bashes to have a (customizable) chance to cause equipment disarming, so you might as well wait for that.
MonaBabii Posted January 19, 2014 Posted January 19, 2014 Hey TDF! I was just watching the latest mod review from Gopher (love that guy) and he's reviewing that new mod called "Equipping Overhaul", which you may or may not know it adds a feature (amongst other things) whereby it allows you to not only see all weapons on your character, but swap them on the fly. Now here's the interesting bit, half the bug you mentioned in an earlier post, and half to the ideas list of how to work around that: Gopher confirms that by changing the weapons on the fly (given the mod makes it so you drop your previous weapon if it was not sheathed) you -can- lose the dropped item. It doesn't happen too often, but it can happen. Now aside from the stuff I suggested to you in a way to try and work around that problem, Gopher has an idea of his own in that regard: Add some kind of spell or power to the player (much like the Survival skills power from Frostfall) which allows you to recover all the items you've dropped by giving you a quick black screen, and making some time pass as if you were searching for your equipment automatically. Of course this means that the spell would have to work alongside with some sort of script that would keep a list of your favorite gear when it comes to Equipping overhaul, but for your mod it would have to keep track of the weapon you had equipped at the time the disarming happened. Not sure how hard or stressful that would be on papyrus, but having the script work by first having to, say, add your weapons to your favorites menu first, then that would be a good valid option as well, if you think that'd be easier or less painful as far as script stress goes. The ideas I threw in regards to that issue's work-around were more mechanic and to the point whereas Gopher had the idea to make the actual process of regaining your items a more immersive deal, which in turn is mostly all what -this- mod is about as well. Anyway, just figured I'd let you know about that and here's the link to the video! Cheers! P.S.: It's worth mentioning that Gopher is not only a huge fan of The Elder Scrolls, but also both a Modder and I believe his actual real job is programmer. So when he throws out an idea and he says not to quote him on that as he's not 100% sure if that feature is possible or not, sure he may not be 100% certain but he probably does have an idea or two about how things work Perhaps since he's such a huge fan of immersion also, you could work alongside him to develop this mod even further, and in turn make him aware that this mod exists as I'm 100% sure he would love it, and possibly use it in one of his many Skyrim Playthroughs. Edit: I forgot He also makes mention of the issue with being disarmed/dropping a weapon that is hotkey'd. If that weapon was in your favorites or it was set to a hotkey, once you pick the weapon back up by any means that weapon will no longer be in your favorites, and thus no longer have a hotkey assigned to it. That is also something you should probably look into if you do decide to go forth with any sort of work-around for the disarmed items vanishing, and again, he also provides with an idea of his own on how to work-around that as well. If you do come up with a solution to this problem, perhaps even other mod authors could use your work, either by asking you for help, using your scripts with your permission, or perhaps you could develop this resolution in some type of "framework" theme. A modders resource of sorts. Now that would be quite something
TheDriedFinger Posted January 20, 2014 Author Posted January 20, 2014 Thanks for the information. I too experienced the disappearing dropped weapon bug when I was testing the new feature out earlier, but it happened only once during many trials, which is certainly a good thing. The idea to have a power/spell that recovers lost gear is certainly interesting, but it does have its limits (though normal gameplay should never reach that point) and, no doubt, it would involve a bit of scripting; I'll look into it once I get some more time. As for the hotkey issue, I'm almost certain that there is no fix for that since the item must be removed from the player's inventory. As tempting as it sounds, I try to refrain from self-advertising. I'm certain that a lot of people that really enjoy modding their game like to browse the Recent Mods section, so I think that's sufficient advertising. Even so, it seems the mod will soon fade into obscurity, but it achieved what I hoped for when I first started modding (I wanted to have one mod that broke the 1:10 endorsement to download ratio because I felt that that is what signifies a mod that people really enjoy). I'm not really sure how I would develop this into a framework. It already affects all custom weapons that have proper keywords, and its really just a matter of adding new effects now (though I'm quickly running out of ideas).
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